According to DualShockers, Sony initially said the release was scheduled for June 7, but that is not the case. "Psychonauts is coming out soon, but not this week. Apologies for the error. Stay tuned for final timing!" Sony explained.
Psychonauts was originally released in 2005 for PS2, along with the first Xbox and PC. A sequel was successfully funded on Fig earlier this year,raising more than $3.3 million.
On the subject of price points for the PS2-on-PS4 games, Yoshida said the emulation technology that makes it possible, among other things, doesn't necessarily come cheap. That's why Sony is charging $10-$15 for games you might already own.
Dell laptops coming soon with WiTricity wireless charging
Unlike other current wireless charging standards, such as Qi which requires you to accurately place charging coils on top of another, WiTricity's tech generates a very safe magnetic field (using a smartphone is supposedly 100 times more dangerous) that transmits the electricity wirelessly.
In the case of the above mentioned Dell laptops, WiTricity says about 30W of power were being transmitted to the laptops, allowing you to quickly charge the battery.
Unlike other current wireless charging standards, such as Qi which requires you to accurately place charging coils on top of another, WiTricity's tech generates a very safe magnetic field (using a smartphone is supposedly 100 times more dangerous) that transmits the electricity wirelessly.
In the case of the above mentioned Dell laptops, WiTricity says about 30W of power were being transmitted to the laptops, allowing you to quickly charge the battery.
WiTricity CEO Alex Gruzen told CNET the company's tech allows it t accurately shape the magnetic field, which is capable of going through materials such as wood or marble, allowing its wireless charging technology to be used in kitchen table tops and letting more than one device to be charged at a time.
WiTricity CEO Alex Gruzen told CNET the company's tech allows it to accurately shape the magnetic field, which is capable of going through materials such as wood or marble, allowing its wireless charging technology to be used in kitchen table tops and letting more than one device to be charged at a time.
Another use of WiTricity can be found in the military. Batteries that used to be on soldier's helmets for night vision goggles have been removed and WiTricity tech in backpacks are used to power the helmets wirelessly. The backpacks' batteries are then charged when soldiers sit in down in a Humvee while being transported.
This sounds pretty cool, and similar commercial applications of the tech could be forthcoming too. Unless battery technology improves in the near future, WiTricity's wireless charging could be the new normal to easily top up your devices without having to bother about wires each time.
The inclusion of the new Survival Mode takes the “survive the zombie apocalypse” concept to the extreme: you are forced to face countless living dead with only weapon pick-ups and very limited ammo across a new, reactive environment.
Sreet Fighter 5 marks a change in philosophy for Capcom's fighting flagship.
Street Fighter 4 originally released in 2008 in arcades (and 2009 on consoles), and over the next seven years, saw a steady stream of adjective'd, updated releases. It was the epitome of a playbook the developer had built over two decades making fighting games, but in an era of games as service, it felt increasingly anachronistic. Worse for Capcom, each iteration became a new stumbling block in keeping a unified community engaged.
With Street Fighter 5, Capcom appears ready to move the series into a post-esports reality. In the words of producer Yoshinori Ono, the version of Street Fighter 5 that released last week is "the only version you'll ever need," as all new fighters and balance updates will be added to the game over time — the balance updates for free, and the fighters for sale for either real money or in-game credits. The game underneath this new business model has also seen major revisions that serve to reset some of the cruft collected around six years of iterative releases from the last game, along with 25 years of Street Fighter baggage.
There's just one problem: Street Fighter 5 isn't finished — and if you're looking for more than the ability to play against other people, there are many more promises of what will come than actual in-game content.
Street Fighter 5's streamlined approach is immediately apparent. There are 16 characters at launch (with a promised six additional characters this year via DLC). Thankfully for new or lapsed players, Capcom has also limited each character to just one fighting style, rather than several. The result is a game that isn't as absurdly intimidating from the word go.
There are other welcome changes to Street Fighter's basic philosophies. Some of these are more obvious — "chip damage," or damage taken from special attacks while blocking, has been altered, and stamina-depleted opponents can no longer be KO'ed through a block by a special move. This simple tweak radically changes end-game scenarios; players either have to sacrifice their combo meter to get a chip KO or land a proper hit or throw to secure a victory, which leads to fewer anticlimactic finishes.
A more subtle addition to the game is the "buffer window" — you might not realize it's even there, but you'll probably notice the ways it's helping your ability to land combinations whether you're a new player or a veteran street fighter. Where Street Fighter 4's combo system required timing so exacting it forced many high level players to adopt "double tapping" in order to ensure their combos unfolded properly, Street Fighter 5 is more forgiving. The buffer window secretly adds two extra button presses on the next two frames after an input, adding an extra bit of assist and removing the need for so much precise frame-counting.
These are subtle but important quality of life changes that make Street Fighter 5 feel more accessible without robbing it of the depth that makes the series great. V-Skills and V-Triggers serve as the foundation of each character's play style, and beginners can build their gameplay around these techniques to get their feet wet. The buffer window will also save everyone hours of practice time in Training Mode as they perfect combos.
But all of those accessibility improvements come amidst the most bare Street Fighter home release to grace a console since the SNES version ofStreet Fighter 2.
Street Fighter 5 is the first release in series history to eschew a traditional arcade mode. There's no way to select a character and fight through a traditional series of best-of-two AI matches against the game's roster. There is a story mode, and to its credit there's more narrative present than we can recall in any other Street Fighter, albeit in flat, hand-drawn slides with voiceover. But each character's story currently consists of two to four single-round fights, and any player with basic competency in Street Fighter will be able to finish everything on offer here in around an hour.
Capcom has promised additional story content to launch in June, but as it stands now, if you're looking for any solo play in Street Fighter 5, you are, to be blunt, screwed. Even the included survival mode is miserly, consisting, once again, of single-round matches, and the game's training mode is woefully inadequate. Where fighting games like Killer Instinct have introduced whole in-game, playable syllabi to introduce new players to their systems and the most recent Mortal Kombat provided the most surprisingly engrossing story we've seen in a fighting game, Street Fighter 5 can't help but seem paper thin — if not a little bit insulting.
The game is set in a post-apocalyptic wasteland, which features terrain like deserts, canyons, and caves. Players control Max Rockatansky as he progresses through the wasteland to seek revenge on a gang of raiders who robbed him, and to build the ultimate car, called the Magnum Opus. The game puts heavy emphasis on vehicular combat, in which the player uses weapon and armor upgrades on their car to fight against enemies. The game features soft boundaries leading to an area called the "The Big Nothing", a theoretically endless place players can explore. The game's story is not based onthe films in the series but took inspiration from its universe.
Avalanche Studios found developing a vehicular combat video game "a challenge" due to their inexperience with creating games in that style. Mad Max's narrative and story are more "mature" than other titles developed by Avalanche, such asJust Cause. Announced at the 2013 Electronic Entertainment Expo, the game was "retooled" during development, and the PlayStation 3 and Xbox 360 versions were canceled due to their hardware and graphical limitations. Originally set to be released in 2014, the game was later delayed to 2015. Upon release, the game received mixed to positive reviews from critics. Praise was generally directed to the game's environment, direction, vehicular combat, and graphics, while criticisms focused on the game's quest design and story.
Halo Wars 2 has only been made public via a CG trailer that showed absolutely zero gameplay at Gamescom last year. Microsoft definitely put the game on fans’ radars, but it has since been quiet on the project. Fast-forward a year later, and Microsoft will have a lot more to show at E3 2016 in two weeks.
As confirmed on the latest update at Halo Waypoint, Halo Wars 2 will not only have a gameplay demonstration at E3 2016, but it will also have a fully playable demo. Community manager Andy Dudynsky also teased another announcement but could not elaborate any further.
I’ll put a prediction out there saying that Microsoft is sitting on a release date.
Check out more news on Halo Wars 2 when we cover E3 2016 in two weeks. Microsoft’s press conference will air on June 13 at 9:30 AM PDT.